#version 450
layout(binding = 1) uniform sampler2D texSampler;
layout(location = 0) in vec3 vertexColor;
layout(location = 1) in vec2 vertexUV;
layout(location = 0) out vec4 outColor;

void main()
{
    outColor = texture(texSampler, vertexUV);
    outColor = outColor * vec4(vertexColor, 1.0);
}